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John Carmack Net Worth

John Carmack Net Worth

How rich is John D. Carmack II?

John D. Carmack II net worth:
$40 Million

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John D. Carmack II net worth, biography & wiki:

He was the chief programmer for popular games like Rage, Doom, Quake and Commander Keen. His fascination with computers started to reveal in an extremely young age. In the age of 14, he and a band of youngsters broke into school to snitch Apple 11 computers. They were found, and John was sent for psychiatric assessment. He was sentenced to a year in a juvenile home. He went ahead to join up with the University of Missouri -Kansas City, but was just there for 2 terms as he decided to drop out as well as turn into a freelance programmer. A firm called Softdisk after hired John. It was at this firm which he met other future members of id Software. After this, John left the business to begin id Software. He’s been crucial in the gaming industry because of his popularization of several gaming techniques, at the same time as him initiating some of these. Nearly all of John’s work was licensed to be used in popular games like Call of Duty. During holiday along with his own wife, John occurred to play some games on his cellphone, and determined he would like to devise high quality games for mobile phones. He stepped down from id Software and is working at Oculus VR.

More about John D. Carmack II:

  • Filmography
  • Awards
  • Salaries
  • Facts
  • Quotes
  • Trademarks
  • Pictures



Doom³2004Video Game programmer / technical director
Quake III: Arena1999Video Game lead programmer
Quake II1997Video Game lead programmer
Doom 641997Video Game programmer
Quake1996Video Game lead programmer
Final Doom1996Video Game programmer
Hexen1995Video Game programmer: 3D engine
Doom II: Hell on Earth1994Video Game lead programmer
Heretic1994Video Game programmer: 3-D engine / set engineer
Ultimate Doom1993Video Game programmer
Spear of Destiny1992Video Game software engineer
'Goodbye, Galaxy!' Episode IV: Secret of the Oracle1991Video Game programming team
'Goodbye, Galaxy!' Episode V: The Armageddon Machine1991Video Game programming team
Aliens Ate My Baby Sitter!1991Video Game software engineer



Return to Castle Wolfenstein2001Video Game story
Commander Keen2001Video Game story
Spear of Destiny1992Video Game
Wolfenstein 3D1992Video Game story



Quake 42005Video Game
Doom³2004Video Game



MansLaughter2015very special thanks: consult
Serious Sam II2005Video Game special thanks
Serious Sam: The Second Encounter2002Video Game special thanks
Kingpin: Life of Crime1999Video Game special thanks
Descent1994Video Game special thanks
Rise of the Triad: Dark War1994Video Game special thanks



NextWorld2008TV Series documentaryHimself - Armadillo Aerospace
The Jace Hall Show2008TV SeriesHimself
Doom Nation2006Video documentary shortHimself

Won awards

Won awards

YearAwardCeremonyNominationMovieAward shared with
2016Academy FellowshipBAFTA AwardsBAFTA Games
2001Hall of FameAcademy of Interactive Arts & Sciences, USA

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1Programming for the new DOOM game to be released sometime in 2002. [2001]
2Son, Christopher Ryan Carmack, with Katherine Anna Kang, was born on Friday, August 13 at 12:50 pm weighing six pounds, seven ounces.
3Took a computer workstation with him on a honeymoon
4Parents Stan and Inga Carmack
5Older brother of Peter Carmack
6Every game released by Carmack's company has pushed the game and graphics envelops to new levels, leading the next revolution in 3-D interactive games with both single and multiplayer technology. Wolfenstein 3D (1992) ushered in the concept of the first-person shooter game. This concept was forever changed when Doom (1993) (VG) was released, setting the benchmark for all 3-D action games. Doom II (1994) (VG) further built on this success. Quake (1996) (VG) set the new standard in multi-player, true 3-D, combat action games. Use of OpenGL 3-D accelorator cards for smoother 16-bit graphics and lighting effects were prevalent in Quake II (1998) (VG). Quake III: Arena (1999) (VG)'s graphics engine offers curved surface rendering and high detail textures to create visual features such as moody atmospheric fog and spectacular lighting.
7One of Carmack's favorite novels is Vernor Vinge's "A Deepness in the Sky".
8Has made enough money from id Software [us] that he really does not have to work anymore. This gives John "the freedom from anybody having the ability to have any leverage" over him and the freedom to drive his exotic cars. John owns a 600hp twin-turbo Ferrari F50 and a 1000hp twin-turbo V-12 Ferrari Testarossa GTO.
9Lives in Mesquite, Texas with his wife, Anna Kang (ex-director of id Software [us]).

1Like most things, it is difficult to come up with a single weighted sum of the value of a programmer. I prefer to evaluate multiple axis independently. Programming is really just the mundane aspect of expressing a solution to a problem. There are talents that are specifically related to actually coding, but the real issue is being able to grasp problems and devise solutions that are detailed enough to actually be coded. Being able to clearly keep a lot of aspects of a complex system visualized is valuable. Having a good feel for time and storage that is flexible enough to work over a range of ten orders of magnitude is valuable. Experience is valuable. Knowing the literature is valuable. Being able to integrate methods and knowledge from different fields is valuable. Being consistent is valuable. Being creative is valuable. Focus is extremely important. Being able to maintain focus for the length of a project gets harder and harder as schedules grow longer, but it is critical to doing great work. I certainly respect the abilities of my primary competitors. Back in the DOOM days, Ken Silverman was extremely impressive, and today Tim Sweeny is producing much of value.
2If you don't care enough to have something of your own to say, they shouldn't be quoting you.
3I was sort of an amoral little jerk when I was young. I was arrogant about being smarter than other people, but unhappy that I wasn't able to spend all my time doing what I wanted. I spent a year in a juvenile home for a first offence after an evaluation by a psychologist went very badly.

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